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MrPlow

I am looking to find the best way to have multicoloured fonts (programmically) in GLB without the need for multiple bitmap fonts.

My own idea is create the font like 8-bit character set or UDGs and re-colour as needed.

Anyone else try this or have an idea or tricks up-their-sleeves of how to go about?

Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

Schranz0r

White Fontatlas and draw parts of it with polyvector and the color you need.
You can rescale and coloring it that way.
I <3 DGArray's :D

PC:
AMD Ryzen 7 3800X 16@4.5GHz, 16GB Corsair Vengeance LPX DDR4-3200 RAM, ASUS Dual GeForce RTX™ 3060 OC Edition 12GB GDDR6, Windows 11 Pro 64Bit, MSi Tomahawk B350 Mainboard

dreamerman

I'm doing it as Schranzor described, additionally with PolyVector you have more freedom and can parse special chars differently - for multiline rendering and so on..
Check my source code editor for GLBasic - link Update: 20.04.2020

Qedo

MrPlow, see if the program works for you (maybe with some changes)

http://www.glbasic.com/forum/index.php?topic=9108.msg82633#msg82633


MrPlow

Thanks guys! I will check that out!
Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

spacefractal

im did a rutine using bitmap that can scaling in any site. im a that used a mac program to create those font.

Im thinks its was this thread:
http://www.glbasic.com/forum/index.php?topic=9981.0

im have allways used my own font system, so im could uses scaling.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Kitty Hello

V16 has true type fonts, and you can set a color, IIRC. However it is quite slow in comparison to bitmap fonts. I'll have to pre-render a bitmap when you load a TTF font.